Jump to content

[1.12.5] Bluedog Design Bureau - Stockalike Saturn, Apollo, and more! (v1.14.0 "металл" 30/Sep/2024)


CobaltWolf

Recommended Posts

I took a quick spin of some parts (mostly in 1.1.3, with some slight cfg alteration here and there to let them work without the plugin because I feel half stupid without KER on 1.2 to be useful to have some "datas" on rocket performance):
 

The issue with the SLA's collider seems resolved, but (as JSO comment) I felt working better with a "negative" decoupling value (but I could be wrong, as I started without notice it with my old, last, "-10" value, when I was trying to analize the old behaviour). By the way, it seems even a lot stay in that range (rather your "500") or rather at "0": as I'm always very picky with my transfer (generally very tight "free return trajectories), even with so low value it sent my CSM+LEM hundreds of Km away from the predicted orbit at the end of TMI. I could suggest to let it be at "zero", to let the user to extract with only some very low RCS pull.

I like the new Kane look, I noticed how both the Apollo SM and S-IC tank now have a correct "space program" flag display (no more flags cut on the sides).

I have (up to now) not fully switched to the new "crio Hydogen" tanks (the last 1.1.3 version I'm using is still the one I'm playing, so I didn't wanna mess up too much) BUT in the week-end I'll probably re-download the latest pre-release 1.2 (last one I tried was 1532... and now we are at 1548) and I'll make eventually a bit more test there.

Up to now, as I noticed that the new Kane pod has some built-in RCS ports, I just not really understood in which axis they are working (I noticed some rcs thrust when activated and mounted with the SM, but as stand alone, after decoupling for reentry, they seems not doing so much/doing nothing). Some tips on your design to help understand when they are supposed to thrust/which direction are active???

1 hour ago, Jammerpan said:

I love this mod. Quick issue, though. Seems like the LEM IVA is reversed. As in, the windows are facing out the back. I don't remember that being the case in the past few versions.

Here's a quick picture of the current orientation:

http://steamcommunity.com/sharedfiles/filedetails/?id=772674032

@CobaltWolf OH! Yeah! Noticed that too: it seems you "turned around" the LEM model, BUT now ANY IVA is facing the rear of it >_>

I was initially happy about it (to look at the front exit in the VAB) but now I'm less happy when going IVA (and with RasterProp, I like to play inside the cockpit a lot) :P

 

Link to comment
Share on other sites

The cryo tanks aren't actually new, they've been in for quite some time, just as not the "default". It will activate fine in 1.1.3 with nearteas cryo tanks mod installed. 

(They're pretty fun in any case!)

Link to comment
Share on other sites

So how did you get teh S-IC retros working because theres nothing to stage.

 

EDIT: Well I can action group them I guess... but I hate action groups... I always for get to do them...

 

Also, I really think a ejection force of 1 on both SLA nodes is the best, for as close to realife transposition, docking and extraction of the MEM from the SLA...

 

EDIT2: I see that there is a 3.75m fairing planned for this mod eventually.. I would just like to say how much I would appreciate it so I can better turn the Sarnus 5 into a heavy life vehicle for cargo. (Also a 5 m version for when I dont need an S-IVB maybe?)

Edited by Avalon304
Link to comment
Share on other sites

 

-------------------------------------

6 hours ago, Jammerpan said:

I love this mod. Quick issue, though. Seems like the LEM IVA is reversed. As in, the windows are facing out the back. I don't remember that being the case in the past few versions.

Here's a quick picture of the current orientation:

http://steamcommunity.com/sharedfiles/filedetails/?id=772674032

Quickfix about it, for 1.2beta (untill @CobaltWolf will change back the orientation of LEM, to allign with the IVA):
at the LEM ascent Cockpit (bluedog_LEM_Ascent_Cockpit) change the model definition with this code:

MODEL
{
   model = Bluedog_DB/Parts/Apollo/bluedog_LEM_Ascent_Cockpit
rotation = 0, 180, 0
}

and for keep in the VAB the same orientation, change with this code the model definition of the LEM descen stage (bluedog_LEM_Descent_Tanks):

MODEL
{
   model = Bluedog_DB/Parts/Apollo/bluedog_LEM_Descent_Tanks
rotation = 0, 180, 0
}
4 hours ago, Avalon304 said:

So how did you get teh S-IC retros working because theres nothing to stage.

 

EDIT: Well I can action group them I guess... but I hate action groups... I always for get to do them...

 

Also, I really think a ejection force of 1 on both SLA nodes is the best, for as close to realife transposition, docking and extraction of the MEM from the SLA...

 

EDIT2: I see that there is a 3.75m fairing planned for this mod eventually.. I would just like to say how much I would appreciate it so I can better turn the Sarnus 5 into a heavy life vehicle for cargo. (Also a 5 m version for when I dont need an S-IVB maybe?)

For the problem with the retrorockets not firing, try add a code took from a standard sepatron to the S-IC engine mount (bluedog_Saturn_S1C_EngineMount) to have it work aside from action group:


	ActivatesEvenIfDisconnected = true
	stagingIcon = SOLID_BOOSTER

This should give to it an icon for the staging sequence, and also that retrorockets should fire disconnecting.

For the SLA (avoiding any eventual issue with node placement back to the center of mass/origin of the part) I personally set both decouplers at ZERO. I do manouvers with RCS, rather than taking unwanted risks if any in the KSP code will could change in final 1.2 KSP release.

------------------------------

ISSUE with LEM IVA:

It could  be a problem only for me (as I tested also in 1.1.3 the "Lunar" IVA, where I have ASET props v. 1.3 working for other IVAs), but I have an almost empty one on the LEM. Is it needed a particulary different ASET Props version or is it still a "work in progress???

 

-------------------------------

MORE Raster Prop Monitor IVA are always welcomed, aren't they??? Why not for the Kane (Apollo) :P???

So, ravaging in the RPM install I noticed that there is an already RPM internal for KP0110, but it have references for the original mod directory, and if RPM is installed now that @CobaltWolf has his own duplicated, founding the standard (not RPM) KP0110 IVA, it not have a proper reference model and it makes disappear any Kerbal protraits in the game from the Kane pod.
So I made a quick cfg (keeping reference to who did them originally) to be put directly inside the BDB's KP0110 IVA folder, that still should work for any (eventually) part using it (REMEMBER FOR SAFETY REASONS TO DELETE THE ORIGINAL MM cfg, referring to KP0110, INSIDE RPM folder, as it outdated, requiring the whole folder path to call the original K-P0110 IVA's model placement in KSP's Gamedata folder):

// This adds an RPM-based instrument layout into the K-P0110
// by Ledenko.

@PART[*]:NEEDS[RasterPropMonitor]:HAS[@INTERNAL[KP0110internal]]
{
	MODULE
	{
		name = RasterPropMonitorComputer
	}
	@INTERNAL
	{
		@name = KP0110internalRPM
	}
}

INTERNAL
{
	name = KP0110internalRPM
	MODULE
	{
		name = InternalCameraTargetHelper
	}
	MODULE
	{
		name = InternalSeat
		seatTransformName = Kerbal1
		allowCrewHelmet = False
	}
	MODULE
	{
		name = InternalSeat
		seatTransformName = Kerbal2
		allowCrewHelmet = False
	}
	MODULE
	{
		name = InternalSeat
		seatTransformName = Kerbal3
		allowCrewHelmet = False
	}
	MODULE
	{
		name = InternalCameraSwitch
		colliderTransformName = Forward_left_box
		cameraTransformName = Forward_left
	}
	MODULE
	{
		name = InternalCameraSwitch
		colliderTransformName = Forward_right_box
		cameraTransformName = Forward_right
	}
	MODULE
	{
		name = InternalCameraSwitch
		colliderTransformName = Side_left_box
		cameraTransformName = Side_left
	}
	MODULE
	{
		name = InternalCameraSwitch
		colliderTransformName = Side_right_box
		cameraTransformName = Side_right
	}
	MODULE
	{
		name = InternalCameraSwitch
		colliderTransformName = Top_window_box
		cameraTransformName = Top_window
	}
	PROP
	{
		name = AltimeterThreeHands
		position = -0.5275692,0.2333323,-0.07481181
		rotation = 0.6691306,0,0,0.7431449
		scale = 1,0.9999999,1
	}
	PROP
	{
		name = AtmosphereDepth
		position = -0.3758698,0.3385559,-0.08587122
		rotation = 0.4731467,0.5254829,0.4731467,0.5254829
		scale = 1,1,1
	}
	PROP
	{
		name = AxisIndicatorPitch
		position = -0.3228244,0.3103651,-0.08290826
		rotation = 0.6691306,5.870313E-10,-6.519646E-10,0.7431449
		scale = 1,0.9999999,1
	}
	PROP
	{
		name = AxisIndicatorRoll
		position = -0.3758698,0.3121552,-0.08309641
		rotation = 0.4731467,-0.5254828,-0.4731467,0.5254828
		scale = 0.9999996,0.9999996,1
	}
	PROP
	{
		name = AxisIndicatorYaw
		position = -0.3758698,0.285854,-0.08033203
		rotation = 0.4731469,-0.525483,-0.4731466,0.5254826
		scale = 1,0.9999996,1
	}
	PROP
	{
		name = Compass
		position = -0.4592533,0.2841114,-0.0927662
		rotation = 0.4731467,-0.5254828,-0.4731467,0.5254828
		scale = 0.4999998,0.4999998,0.5
	}
	PROP
	{
		name = IndicatorPanelRPM
		position = -0.1103297,0.3962799,-0.09193828
		rotation = 0.6691306,0,0,0.7431449
		scale = 0.7,0.7,0.7
	}
	PROP
	{
		name = JSIActionGroupLabelButton01
		position = 0.386503,0.4204549,-0.1025931
		rotation = 0.6701591,0,-1.459998E-06,0.7422175
		scale = 1,0.9999997,0.9999997
	}
	PROP
	{
		name = JSIActionGroupLabelButton02
		position = 0.386503,0.3892834,-0.09940413
		rotation = 0.6701591,0,-1.459998E-06,0.7422175
		scale = 1,0.9999997,0.9999997
	}
	PROP
	{
		name = JSIActionGroupLabelButton03
		position = 0.3865029,0.3570737,-0.09610893
		rotation = 0.6701591,0,-1.459998E-06,0.7422175
		scale = 1,0.9999997,0.9999997
	}
	PROP
	{
		name = JSIActionGroupLabelButton04
		position = 0.3865029,0.3242372,-0.0927496
		rotation = 0.6701591,0,-1.459998E-06,0.7422175
		scale = 1,0.9999997,0.9999997
	}
	PROP
	{
		name = JSIActionGroupLabelButton05
		position = 0.3865028,0.2931785,-0.08957215
		rotation = 0.6701591,0,-1.459998E-06,0.7422175
		scale = 1,0.9999997,0.9999997
	}
	PROP
	{
		name = JSIActionGroupLabelButton06
		position = 0.2863758,0.4856211,-0.1092597
		rotation = 0.6701591,0,-1.459998E-06,0.7422175
		scale = 1,0.9999997,0.9999997
	}
	PROP
	{
		name = JSIActionGroupLabelButton07
		position = 0.2863757,0.452722,-0.105894
		rotation = 0.6701591,0,-1.459998E-06,0.7422175
		scale = 1,0.9999997,0.9999997
	}
	PROP
	{
		name = JSIActionGroupLabelButton08
		position = 0.2863756,0.4198177,-0.1025277
		rotation = 0.6701591,0,-1.459998E-06,0.7422175
		scale = 1,0.9999997,0.9999997
	}
	PROP
	{
		name = JSIActionGroupLabelButton09
		position = 0.2863756,0.3889272,-0.09936747
		rotation = 0.6701591,0,-1.459998E-06,0.7422175
		scale = 1,0.9999997,0.9999997
	}
	PROP
	{
		name = JSIActionGroupLabelButton10
		position = 0.2863755,0.3560068,-0.09599956
		rotation = 0.6701591,0,-1.459998E-06,0.7422175
		scale = 1,0.9999997,0.9999997
	}
	PROP
	{
		name = JSIEvaHatch
		position = 0.05819614,0.8952437,-0.01297482
		rotation = -0.2220296,0,0,0.97504
		scale = 0.08259232,0.03665123,0.07152465
	}
	PROP
	{
		name = JSIMulticolorButton
		position = -0.09290329,0.3395523,-0.08208589
		rotation = 0.6691306,0,0,0.7431449
		scale = 0.5,0.5,0.5
	}
	PROP
	{
		name = JSIMulticolorButton
		position = -0.1098171,0.339552,-0.082086
		rotation = 0.6691307,0,0,0.7431448
		scale = 0.5,0.4999999,0.4999999
	}
	PROP
	{
		name = JSIMulticolorButton
		position = -0.1262682,0.339552,-0.082086
		rotation = 0.6691307,0,0,0.7431448
		scale = 0.5,0.4999999,0.4999999
	}
	PROP
	{
		name = JSIMulticolorButton
		position = -0.1262681,0.3236625,-0.08041596
		rotation = 0.6691307,0,0,0.7431448
		scale = 0.5,0.4999999,0.4999999
	}
	PROP
	{
		name = JSIMulticolorButton
		position = -0.1098171,0.3236625,-0.08041596
		rotation = 0.6691307,0,0,0.7431448
		scale = 0.5,0.4999999,0.4999999
	}
	PROP
	{
		name = JSIMulticolorButton
		position = -0.09290312,0.3236625,-0.08041596
		rotation = 0.6691307,0,0,0.7431448
		scale = 0.5,0.4999999,0.4999999
	}
	PROP
	{
		name = JSIMulticolorButton
		position = -0.09290312,0.3087832,-0.07885217
		rotation = 0.6691307,0,0,0.7431448
		scale = 0.5,0.4999999,0.4999999
	}
	PROP
	{
		name = JSIMulticolorButton
		position = -0.1098171,0.3087832,-0.07885217
		rotation = 0.6691307,0,0,0.7431448
		scale = 0.5,0.4999999,0.4999999
	}
	PROP
	{
		name = JSIMulticolorButton
		position = -0.1262681,0.3087832,-0.07885217
		rotation = 0.6691307,0,0,0.7431448
		scale = 0.5,0.4999999,0.4999999
	}
	PROP
	{
		name = JSIMulticolorButton
		position = 0.6687735,0.156723,-0.06286991
		rotation = 0.6691307,0,0,0.7431448
		scale = 0.5,0.4999999,0.4999999
	}
	PROP
	{
		name = JSIMulticolorButton
		position = 0.6852245,0.156723,-0.06286991
		rotation = 0.6691307,0,0,0.7431448
		scale = 0.5,0.4999999,0.4999999
	}
	PROP
	{
		name = JSIMulticolorButton
		position = 0.7021384,0.156723,-0.06286991
		rotation = 0.6691307,0,0,0.7431448
		scale = 0.5,0.4999999,0.4999999
	}
	PROP
	{
		name = JSIMulticolorButton
		position = 0.7021384,0.171602,-0.06443391
		rotation = 0.6691307,0,0,0.7431448
		scale = 0.5,0.4999999,0.4999999
	}
	PROP
	{
		name = JSIMulticolorButton
		position = 0.6852245,0.171602,-0.06443391
		rotation = 0.6691307,0,0,0.7431448
		scale = 0.5,0.4999999,0.4999999
	}
	PROP
	{
		name = JSIMulticolorButton
		position = 0.6687735,0.171602,-0.06443391
		rotation = 0.6691307,0,0,0.7431448
		scale = 0.5,0.4999999,0.4999999
	}
	PROP
	{
		name = JSIMulticolorButton
		position = 0.6687735,0.187492,-0.06610391
		rotation = 0.6691307,0,0,0.7431448
		scale = 0.5,0.4999999,0.4999999
	}
	PROP
	{
		name = JSIMulticolorButton
		position = 0.6852245,0.187492,-0.06610391
		rotation = 0.6691307,0,0,0.7431448
		scale = 0.5,0.4999999,0.4999999
	}
	PROP
	{
		name = JSIMulticolorButton
		position = 0.7021384,0.187492,-0.06610391
		rotation = 0.6691307,0,0,0.7431448
		scale = 0.5,0.4999999,0.4999999
	}
	PROP
	{
		name = JSIMulticolorButton
		position = -0.5543922,0.1470908,-0.06185753
		rotation = 0.6691307,0,0,0.7431448
		scale = 0.5,0.4999999,0.4999999
	}
	PROP
	{
		name = JSIMulticolorButton
		position = -0.5379412,0.1470908,-0.06185753
		rotation = 0.6691307,0,0,0.7431448
		scale = 0.5,0.4999999,0.4999999
	}
	PROP
	{
		name = JSIMulticolorButton
		position = -0.5210271,0.1470908,-0.06185753
		rotation = 0.6691307,0,0,0.7431448
		scale = 0.5,0.4999999,0.4999999
	}
	PROP
	{
		name = JSIMulticolorButton
		position = -0.5210271,0.1619698,-0.06342153
		rotation = 0.6691307,0,0,0.7431448
		scale = 0.5,0.4999999,0.4999999
	}
	PROP
	{
		name = JSIMulticolorButton
		position = -0.5379412,0.1619698,-0.06342153
		rotation = 0.6691307,0,0,0.7431448
		scale = 0.5,0.4999999,0.4999999
	}
	PROP
	{
		name = JSIMulticolorButton
		position = -0.5543922,0.1619698,-0.06342153
		rotation = 0.6691307,0,0,0.7431448
		scale = 0.5,0.4999999,0.4999999
	}
	PROP
	{
		name = JSIMulticolorButton
		position = -0.5543922,0.1778598,-0.06509152
		rotation = 0.6691307,0,0,0.7431448
		scale = 0.5,0.4999999,0.4999999
	}
	PROP
	{
		name = JSIMulticolorButton
		position = -0.5379412,0.1778598,-0.06509152
		rotation = 0.6691307,0,0,0.7431448
		scale = 0.5,0.4999999,0.4999999
	}
	PROP
	{
		name = JSIMulticolorButton
		position = -0.5210271,0.1778598,-0.06509152
		rotation = 0.6691307,0,0,0.7431448
		scale = 0.5,0.4999999,0.4999999
	}
	PROP
	{
		name = JSIStockAltimeter
		position = -0.2812996,0.467462,-0.0994198
		rotation = 0.6691306,0,0,0.7431449
		scale = 1,0.9999996,0.9999996
	}
	PROP
	{
		name = JSIStockFuelPanel
		position = -0.2812996,0.4362476,-0.09613904
		rotation = 0.6691306,0,0,0.7431449
		scale = 1,0.9999995,0.9999997
	}
	PROP
	{
		name = JSIStockMono
		position = -0.2812996,0.4043238,-0.09278372
		rotation = 0.6691306,0,0,0.7431449
		scale = 1,0.9999993,1
	}
	PROP
	{
		name = JSIStockPower
		position = -0.2812996,0.3738173,-0.08957736
		rotation = 0.6691306,0,0,0.7431449
		scale = 1,0.9999989,1.000001
	}
	PROP
	{
		name = JSIStockSquareBlinkenlichten
		position = 0.4831205,0.4028127,-0.1007884
		rotation = 0.6701585,0,0,0.742218
		scale = 1,1,1
	}
	PROP
	{
		name = JSIStockSquareBlinkenlichten
		position = 0.4516307,0.4028126,-0.1007879
		rotation = 0.6701588,0,0,0.7422178
		scale = 1,1,1
	}
	PROP
	{
		name = JSIStockSquareBlinkenlichten
		position = 0.451631,0.3723667,-0.09767313
		rotation = 0.6701588,0,0,0.7422178
		scale = 1,1,1
	}
	PROP
	{
		name = JSIStockSquareBlinkenlichten
		position = 0.48312,0.3723667,-0.09767313
		rotation = 0.6701588,0,0,0.7422178
		scale = 1,1,1
	}
	PROP
	{
		name = JSIStockSquareBlinkenlichten
		position = 0.48312,0.3115032,-0.09144626
		rotation = 0.6701588,0,0,0.7422178
		scale = 1,1,1
	}
	PROP
	{
		name = JSIStockSquareBlinkenlichten
		position = 0.451631,0.3115032,-0.09144626
		rotation = 0.6701588,0,0,0.7422178
		scale = 1,1,1
	}
	PROP
	{
		name = JSIStockSquareBlinkenlichten
		position = 0.451631,0.3419492,-0.09456126
		rotation = 0.6701588,0,0,0.7422178
		scale = 1,1,1
	}
	PROP
	{
		name = JSIStockSquareBlinkenlichten
		position = 0.48312,0.3419492,-0.09456126
		rotation = 0.6701588,0,0,0.7422178
		scale = 1,1,1
	}
	PROP
	{
		name = JSIStockSquareBlinkenlichten
		position = 0.48312,0.2810515,-0.0883307
		rotation = 0.6701588,0,0,0.7422178
		scale = 1,1,1
	}
	PROP
	{
		name = JSIStockSquareBlinkenlichten
		position = 0.451631,0.2810515,-0.0883307
		rotation = 0.6701588,0,0,0.7422178
		scale = 1,1,1
	}
	PROP
	{
		name = JSIStockSquareBlinkenlichten
		position = 0.451631,0.2506055,-0.0852157
		rotation = 0.6701588,0,0,0.7422178
		scale = 1,1,1
	}
	PROP
	{
		name = JSIStockSquareBlinkenlichten
		position = 0.48312,0.2506055,-0.0852157
		rotation = 0.6701588,0,0,0.7422178
		scale = 1,1,1
	}
	PROP
	{
		name = JSIStockSquareBlinkenlichten
		position = 0.48312,0.1906467,-0.07908178
		rotation = 0.6701588,0,0,0.7422178
		scale = 1,1,1
	}
	PROP
	{
		name = JSIStockSquareBlinkenlichten
		position = 0.451631,0.1906467,-0.07908178
		rotation = 0.6701588,0,0,0.7422178
		scale = 1,1,1
	}
	PROP
	{
		name = JSIStockSquareBlinkenlichten
		position = 0.451631,0.2210927,-0.08219678
		rotation = 0.6701588,0,0,0.7422178
		scale = 1,1,1
	}
	PROP
	{
		name = JSIStockSquareBlinkenlichten
		position = 0.48312,0.2210927,-0.08219678
		rotation = 0.6701588,0,0,0.7422178
		scale = 1,1,1
	}
	PROP
	{
		name = JSIStockSquareBlinkenlichten
		position = 0.48312,0.1593249,-0.07587773
		rotation = 0.6701588,0,0,0.7422178
		scale = 1,1,1
	}
	PROP
	{
		name = JSIStockSquareBlinkenlichten
		position = 0.451631,0.1593249,-0.07587773
		rotation = 0.6701588,0,0,0.7422178
		scale = 1,1,1
	}
	PROP
	{
		name = JSIStockSquareButtonBRAKES
		position = -0.1593304,0.3346157,-0.08156704
		rotation = 0.6691306,0,0,0.7431449
		scale = 0.8,0.8,0.8
	}
	PROP
	{
		name = JSIStockSquareButtonGear
		position = -0.1593304,0.4110475,-0.08960034
		rotation = 0.6691306,0,0,0.7431449
		scale = 0.8,0.8,0.8
	}
	PROP
	{
		name = JSIStockSquareButtonLight
		position = -0.1593304,0.4332911,-0.09193823
		rotation = 0.6691306,0,0,0.7431449
		scale = 0.8,0.8,0.8
	}
	PROP
	{
		name = JSIStockSquareButtonRCS
		position = -0.1593304,0.3862659,-0.08699569
		rotation = 0.6691306,0,0,0.7431449
		scale = 0.8,0.8,0.8
	}
	PROP
	{
		name = JSIStockSquareButtonSAS
		position = -0.1593304,0.3610305,-0.08434335
		rotation = 0.6691306,0,0,0.7431449
		scale = 0.8,0.8,0.8
	}
	PROP
	{
		name = ledPanelSpeed
		position = -0.4583997,0.3167384,-0.08357811
		rotation = 0.6691306,0,0,0.7431449
		scale = 1,0.9999999,1
	}
	PROP
	{
		name = NavBall
		position = -0.4582705,0.3699115,-0.1037388
		rotation = 0.6691306,0,0,0.7431449
		scale = 1,0.9999999,1
	}
	PROP
	{
		name = RadarAltimeter
		position = -0.4583997,0.2368791,-0.07518458
		rotation = 0.6691306,0,0,0.7431449
		scale = 1,0.9999999,1
	}
	PROP
	{
		name = RasterPropMonitorBasicMFD
		position = 0.1505469,0.3770127,-0.0906048
		rotation = -0.05142139,0,0,0.9986771
		scale = 0.48,0.48,0.48
	}
	PROP
	{
		name = RasterPropMonitorBasicMFD
		position = -0.0008665323,0.3770125,-0.09060443
		rotation = -0.05142101,0,0,0.9986771
		scale = 0.48,0.48,0.48
	}
	PROP
	{
		name = RasterPropMonitorBasicMFD
		position = -0.000407,0.5287709,-0.1062743
		rotation = -0.05142101,0,0,0.9986771
		scale = 0.48,0.48,0.48
	}
	PROP
	{
		name = RasterPropMonitorBasicMFD
		position = -0.151401,0.5287709,-0.1062743
		rotation = -0.05142101,0,0,0.9986771
		scale = 0.48,0.48,0.48
	}
	PROP
	{
		name = RasterPropMonitorBasicMFD
		position = 0.150547,0.5279217,-0.1061861
		rotation = -0.05142101,0,0,0.9986771
		scale = 0.48,0.48,0.48
	}
	PROP
	{
		name = RasterPropMonitorBasicMFD
		position = 0.5768294,0.3521558,-0.08803802
		rotation = -0.05142101,0,0,0.9986771
		scale = 0.48,0.48,0.48
	}
	PROP
	{
		name = RasterPropMonitorBasicMFD
		position = 0.5768293,0.2045071,-0.07279304
		rotation = -0.05142101,0,0,0.9986771
		scale = 0.48,0.48,0.48
	}
	PROP
	{
		name = RasterPropMonitorBasicMFD
		position = -0.5801878,0.3472758,-0.08753484
		rotation = -0.05142101,0,0,0.9986771
		scale = 0.48,0.48,0.48
	}
	PROP
	{
		name = switchWithGuards
		position = -0.3617021,0.4453439,-0.1051393
		rotation = 0.6701591,0,1.459998E-06,0.7422175
		scale = 1,0.4999999,0.9999998
	}
	PROP
	{
		name = switchWithGuards
		position = -0.361702,0.4164152,-0.1021795
		rotation = 0.6701593,0,1E-06,0.7422173
		scale = 1,0.5,1
	}
	PROP
	{
		name = switchWithGuards
		position = -0.361702,0.3856558,-0.09903219
		rotation = 0.6701593,0,1E-06,0.7422173
		scale = 1,0.5,1
	}
	PROP
	{
		name = switchWithGuards
		position = -0.4044098,0.3856559,-0.09903206
		rotation = 0.6701593,0,1E-06,0.7422173
		scale = 1,0.5,1
	}
	PROP
	{
		name = switchWithGuards
		position = -0.6853981,0.159321,-0.07587744
		rotation = 0.6701593,0,1E-06,0.7422173
		scale = 1,0.5,1
	}
	PROP
	{
		name = switchWithGuards
		position = -0.6853981,0.19008,-0.07902443
		rotation = 0.6701593,0,1E-06,0.7422173
		scale = 1,0.5,1
	}
	PROP
	{
		name = switchWithGuards
		position = -0.6853981,0.2190089,-0.08198444
		rotation = 0.6701593,0,1E-06,0.7422173
		scale = 1,0.5,1
	}
	PROP
	{
		name = switchWithGuards
		position = 0.6780008,0.276089,-0.08782147
		rotation = 0.6701593,0,1E-06,0.7422173
		scale = 1,0.5,1
	}
	PROP
	{
		name = switchWithGuards
		position = 0.6780008,0.24716,-0.08486147
		rotation = 0.6701593,0,1E-06,0.7422173
		scale = 1,0.5,1
	}
	PROP
	{
		name = switchWithGuards
		position = 0.6780008,0.216401,-0.08171447
		rotation = 0.6701593,0,1E-06,0.7422173
		scale = 1,0.5,1
	}
	PROP
	{
		name = switchWithGuards
		position = 0.4074987,0.1931541,-0.07933614
		rotation = 0.6701593,0,1E-06,0.7422173
		scale = 1,0.5,1
	}
	PROP
	{
		name = switchWithGuards
		position = 0.4074987,0.2239131,-0.08248315
		rotation = 0.6701593,0,1E-06,0.7422173
		scale = 1,0.5,1
	}
	PROP
	{
		name = switchWithGuards
		position = 0.4074987,0.252842,-0.08544315
		rotation = 0.6701593,0,1E-06,0.7422173
		scale = 1,0.5,1
	}
	PROP
	{
		name = switchWithGuards
		position = 0.3565918,0.2528419,-0.08544306
		rotation = 0.6701593,0,1E-06,0.7422173
		scale = 1,0.5,1
	}
	PROP
	{
		name = switchWithGuards
		position = 0.2970855,0.2882408,-0.08906411
		rotation = 0.6701593,0,1E-06,0.7422173
		scale = 1,0.5,1
	}
	PROP
	{
		name = switchWithGuards
		position = 0.2970855,0.3171698,-0.0920241
		rotation = 0.6701593,0,1E-06,0.7422173
		scale = 1,0.5,1
	}
	PROP
	{
		name = throttle
		position = -0.6210813,0.1879661,-0.07562605
		rotation = 0.6691163,0.004866245,0.004381584,0.743129
		scale = 0.500001,0.5000002,0.4999997
	}
	PROP
	{
		name = throttle
		position = -0.2011456,0.3939486,-0.08780318
		rotation = 0.6691306,0,0,0.7431449
		scale = 0.5,0.5,0.5
	}
	PROP
	{
		name = VSI
		position = -0.3904096,0.2368791,-0.07518458
		rotation = 0.6691306,0,0,0.7431449
		scale = 1,0.9999999,1
	}
}

 

Edited by Araym
Link to comment
Share on other sites

Speaking of IVA overlays, is there a way to make it show a more stockalike "window" into the interior, rather than just being able to see the model's inside on display like that. By that, I mean something like this. Though, it may require more effort than it's worth.

Link to comment
Share on other sites

19 minutes ago, Z3R0_0NL1N3 said:

Speaking of IVA overlays, is there a way to make it show a more stockalike "window" into the interior, rather than just being able to see the model's inside on display like that. By that, I mean something like this. Though, it may require more effort than it's worth.

To make the IVA that way (I dunno how to model, but I understood the concept) it's needed a mask layer added in the IVA model.

As making IVA is pretty time consuming (a lot more than doing parts, as it needed to find coordinates for EACH prop inside it, and as you can see from my comments above for the LEM, that means sometime that any modification on parts could lead to worse situation) Cobalt and the others are using (as placeholders???) free released IVAs, generally from older mod before Squad added the IVA overlay feature.

Maybe, once they will have done enough balancement on actual parts/rockets, they will develop more finished IVAs... Soon™... LOL :P

 

Link to comment
Share on other sites

Hey Guys, i have loaded this beta on Github and when i start the game it loads and hangs at compiling the AgenaAntena. When i quit the game the Log shows this problem:

 

[LOG 13:35:16.960] PartLoader: Compiling Part 'Bluedog_DB/Parts/Agena/bluedog_agenaAntenna/bluedog_agenaAntenna'
[EXC 13:35:16.964] ArgumentException: The requested value 'Communication' was not found.
	System.Enum.Parse (System.Type enumType, System.String value, Boolean ignoreCase)
	System.Enum.Parse (System.Type enumType, System.String value)
	ConfigNode.ParseEnum (System.Type enumType, System.String vectorString)
	ConfigNode.ReadValue (System.Type fieldType, System.String value)
	ConfigNode.ReadObject (System.Object obj, .ConfigNode node)
	ConfigNode.LoadObjectFromConfig (System.Object obj, .ConfigNode node, Int32 pass, Boolean removeAfterUse)
	PartLoader.ParsePart (.UrlConfig urlConfig, .ConfigNode node)
	PartLoader+<CompileParts>c__Iterator4A.MoveNext ()
[EXC 13:35:16.967] NullReferenceException: Object reference not set to an instance of an object
	PartLoader.GetDatabaseConfig (.Part p)
	PartLoader.GetDatabaseConfig (.Part p, System.String nodeName)
	DragCubeSystem.LoadDragCubes (.Part p)
	Part+<Start>c__Iterator25.MoveNext ()
[LOG 13:43:33.038] MiniAVC -> IssueGui was destroyed.
[LOG 13:43:33.155] MiniAVC -> Starter was destroyed.

Am i missing something for Communication Circumstances?

 

Greetings

 

schneemannski

Link to comment
Share on other sites

5 minutes ago, schneemannski said:

Hey Guys, i have loaded this beta on Github and when i start the game it loads and hangs at compiling the AgenaAntena. When i quit the game the Log shows this problem:

 


[LOG 13:35:16.960] PartLoader: Compiling Part 'Bluedog_DB/Parts/Agena/bluedog_agenaAntenna/bluedog_agenaAntenna'
[EXC 13:35:16.964] ArgumentException: The requested value 'Communication' was not found.
	System.Enum.Parse (System.Type enumType, System.String value, Boolean ignoreCase)
	System.Enum.Parse (System.Type enumType, System.String value)
	ConfigNode.ParseEnum (System.Type enumType, System.String vectorString)
	ConfigNode.ReadValue (System.Type fieldType, System.String value)
	ConfigNode.ReadObject (System.Object obj, .ConfigNode node)
	ConfigNode.LoadObjectFromConfig (System.Object obj, .ConfigNode node, Int32 pass, Boolean removeAfterUse)
	PartLoader.ParsePart (.UrlConfig urlConfig, .ConfigNode node)
	PartLoader+<CompileParts>c__Iterator4A.MoveNext ()
[EXC 13:35:16.967] NullReferenceException: Object reference not set to an instance of an object
	PartLoader.GetDatabaseConfig (.Part p)
	PartLoader.GetDatabaseConfig (.Part p, System.String nodeName)
	DragCubeSystem.LoadDragCubes (.Part p)
	Part+<Start>c__Iterator25.MoveNext ()
[LOG 13:43:33.038] MiniAVC -> IssueGui was destroyed.
[LOG 13:43:33.155] MiniAVC -> Starter was destroyed.

Am i missing something for Communication Circumstances?

 

Greetings

 

schneemannski

Are you in 1.1.3 or 1.2?

Link to comment
Share on other sites

22 minutes ago, schneemannski said:

Ahm... in 1.1.3 ... is it ok to load 1.2 already? Last time i upgraded, nothing worked for weeks anymore... But this time the community seems to work very quick and the staircases are not this crazy big like last time, right?

So far is a bit unstable for me and some mods must update, but in general works fine. If you want to use this on 1.1.3 just change all new categories to the old ones.

Link to comment
Share on other sites

2 hours ago, Drakenex said:

So far is a bit unstable for me and some mods must update, but in general works fine. If you want to use this on 1.1.3 just change all new categories to the old ones.

@Drakenex Actually i´m playing KSP only for this awesome mod from @CobaltWolf ... So i decided to ugpgrade and even many other problems disappeared... Yeah! Seems to be a moony sunday tomorrow! Thank you guys!!! Reading Books from Jesco von Puttkamer and Norma Mailer AND playing this mod lets dreams come true! :prograde::wub:

Greetings from Berlin´s Launch Pad

 

schneemannski

Link to comment
Share on other sites

had played a bit of the BDB 1.2pre and I love it so far! the IVAs look great BTW, and have been working on a concept lunar shelter patented by Rockwell for a new mission. Pics will come soon-ish;  Windows 10 updated, so I lost my Microsoft Edge, with all my passwords and bookmarks, soo i'll be cleaning that up today :) 

OgxcSUa.png

The Hype intensifies!

EZB8c32.png

tlpgveB.png

Edited by Abrecan
Link to comment
Share on other sites

3 hours ago, Drakenex said:

So far is a bit unstable for me and some mods must update, but in general works fine. If you want to use this on 1.1.3 just change all new categories to the old ones.

What categories? The only issue I've had is the S-IVB petals are open and won't close.

Link to comment
Share on other sites

5 minutes ago, Z3R0_0NL1N3 said:

What categories? The only issue I've had is the S-IVB petals are open and won't close.

then you're not running the beta release, where all the part categories changed. And the petals don't work because they run on a small custom plugin; that won't work in 1.1.3.

@Abrecan I'm glad the IVAs came out nice! Make sure you thank @Mods_o_joy for the LEM IVA, he made it from scratch! The command module IVA was from @Ledenko's old K-P0110 mod. And I think I know what you're talking about with the shelter...

CM_LM_shelter1.jpg

11 hours ago, Avalon304 said:

EDIT2: I see that there is a 3.75m fairing planned for this mod eventually.. I would just like to say how much I would appreciate it so I can better turn the Sarnus 5 into a heavy life vehicle for cargo. (Also a 5 m version for when I dont need an S-IVB maybe?)

I'm doing 3.75m, partially just for Skylab. And by 5m you mean 5.625m :P You'll get one if only so you can make this:

nEfvaAA.jpg

Edited by CobaltWolf
Link to comment
Share on other sites

3 minutes ago, CobaltWolf said:

then you're not running the beta release, where all the part categories changed. And the petals don't work because they run on a small custom plugin; that won't work in 1.1.3.

@Abrecan I'm glad the IVAs came out nice! Make sure you thank @Mods_o_joy for the LEM IVA, he made it from scratch! The command module IVA was from @Ledenko's old K-P0110 mod. And I think I know what you're talking about with the shelter...

 

Looks awesome! Can't wait!

Link to comment
Share on other sites

@CobaltWolf ah-ha you are exactly right friend! 14 days configured life support with ALSEP package. One question with ALSEP - can you surface attach  the power station to vehicles? I had a plan to use the ALSEP Solar Array for power regen besides the redundant fuel cell :)

 

Link to comment
Share on other sites

Just now, Abrecan said:

@CobaltWolf ah-ha you are exactly right friend! 14 days configured life support with ALSEP package. One question with ALSEP - can you surface attach  the power station to vehicles? I had a plan to use the ALSEP Solar Array for power regen besides the redundant fuel cell :)

The SEP one? The solar panels can be attached to anything. The rest of the stuff, I'm not sure.

Link to comment
Share on other sites

yeah I wanted to use the power plugs to attach the ALSEP to the Shelter(I.E. from Power Station to Shelter) to give it power so I can "do science" without crew there. I utilized the MOL bus for the lander, but was curious if I could or not

Link to comment
Share on other sites

Just now, Abrecan said:

yeah I wanted to use the power plugs to attach the ALSEP to the Shelter(I.E. from Power Station to Shelter) to give it power so I can "do science" without crew there. I utilized the MOL bus for the lander, but was curious if I could or not

I was planning on making a sort of radially attached power transformer part with some plugs, so you could lash the parts onto a lander's power systems. I haven't been able to take a look at that mod for months. The parts are a pain compared to BDB parts (small, fiddly detailed stuff) and any update would really require me to sit down and iron the bugs out, which I don't want to have to do. :P In any case, we have to wait for 1.2 and all the dependencies to update.

Link to comment
Share on other sites

The Saturn would be better utilized as a (E)HLLV from an economic standpoint considering almost none is reusable... Let the orbital construction begin lol

@CobaltWolf "I was planning on making a sort of radially attached power transformer part with some plugs, so you could lash the parts onto a lander's power systems."

 

Could I use the normal KIS utilities to attach the system to the lander, like the default KIS attach ports?

Link to comment
Share on other sites

17 minutes ago, Abrecan said:

The Saturn would be better utilized as a (E)HLLV from an economic standpoint considering almost none is reusable... Let the orbital construction begin lol

@CobaltWolf "I was planning on making a sort of radially attached power transformer part with some plugs, so you could lash the parts onto a lander's power systems."

Could I use the normal KIS utilities to attach the system to the lander, like the default KIS attach ports?

I don't know of any reason why you wouldn't be able to do that, but since SEP (and KIS?) isn't updated for 1.2 yet, and the new BDB stuff only works on 1.2...

EDIT: Regarding the LEM IVA, what happened was basically the LEM was modeled backwards, which I realized and changed at the last minute. @Araym can I rotate the IVA in the cfg? I'm going to put in the fix for the S-1C retros right now. Thanks for that!

And thanks for the feedback everyone! I hope you all have a good time playtesting everything this weekend. We greatly appreciate all the feedback that we've been getting.

If you helped in some way for this update (for example, @IronCretin fixing the part categories, @Kurld making the LES and working with Jso to program it, etc) please PM me. I want to try and write a long sappy post for the actual release and I really don't want to miss crediting anyone.

Edited by CobaltWolf
Link to comment
Share on other sites

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.

Guest
Reply to this topic...

×   Pasted as rich text.   Paste as plain text instead

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

×
×
  • Create New...